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17 Magic Rings
17 Magic Rings
Mini Quest
This book lists 18 Magic Rings, their descriptions,
and their creation costs. However, just because the Additional Info: The stones were stolen by the
creation cost is listed does not mean a player village elder, Darksir, who plans on using it’s innate
should have access to it. powers to take over the entire region and eventually
the world!
One way of spicing up your world is by introducing
Recipes. The concept is simple: the recipe for The First Element: The war between the Neko
creating this magic item may be part of the treasure kingdom and Mithran kingdom came to an end
you hand out, or part of a quest. nearly 17 years ago. Recently
That’s right, make the players however, Neko has discovered
work for it. that the Mithran kingdom still
keeps many Neko soldiers as
Let’s face it, a sorcerer who prisoners of war. Tensions are
learns to create a new type of escalating as Neko is
helmet isn’t going to just give it demanding the return of their
out for free, not to mention a heroes, while Mithran is
particular recipe may be lost refusing (and demanding
over time (requiring it to be compensation for the war).
rediscovered in some lost chest).
Additional Info: Your party is
Here are some mini plots you hired by the Neko kingdom to
can use to spice up your game penetrate the Mithran capital
and perhaps hand out recipes as and free the dozen or so
rewards. soldiers that are prisoners,
while political negotiations
The Three Stones: The Village continue. The Neko kingdom
of Bywn has 3 sacred stones grants you whatever equipment
that is normally kept in the and manpower you require, but
village square. Someone has secrecy and stealth is crucial.
stolen the stones! You must find
them and bring them back!
The Le Games 4 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings
Familial Bands
(Major) Similar to wedding bands, these golden
rings are created to allow parents to monitor their
children and look out for their safety. The ring is
placed on the finger of a child in a special naming
or coming of age ceremony and can only be
removed by one of the parents, though the child
can remove it once they reach the age of 18. The
rings come in pairs, though additional
guardians/parents can be given rings to match the
pair. For additional rings, just divide the price by
two to get the price for a single ring. This ring can
be worn on the same hand as a wedding band,
without taking up an extra slot. The ring provides a
number of functions that allow the parents the
monitor and protect the child:
• Three times per day the parent can use a
shield other effect on the child.
• Three times per day, the parent or child can
use a telepathic bond effect. The three uses
are a pool that can be drawn from by either
the parent or the child.
• The parent has a constant status effect on, in
regard to the child.
• Once per day, the parent can scry on their
child. 8). If the save is successful, the child will
• Once per day, the child can transport have used up the ability for the day.
him/herself to their parent or the child can • Similar to above, once per day the parent can
transport the parent to him/herself. If the transport him/herself to the child or
latter is attempted, the parent may refuse to transport the child to him/herself (no saving
be teleported on a successful Will save (DC throw).
All abilities have an unlimited range (GM’s Faint transmutation; CL 5th; Forge Ring, quench.
discretion), though they do not function if the Market Price: 20,000 gp; cost to create: 10,000 gp +
members of the couple are on different planes. 800 gp.
undead, true seeing; Market Price: 15,000 gp; cost summon monster III to summon 1d4+1 celestial
to create: 7,500 gp + 600 XP. giant fire beetles, it instead summons 1d4+2.
• The couple receives a +5 circumstance bonus All abilities have an unlimited range, though they
on all will saves that would make them do not function if the members of the couple are on
violate their union. different planes.
• The couple has a constant status spell in
effect in regards to each other. Strong abjuration, divination, conjuration; CL 13th;
• Once per day, the ring allows one of the Forge Ring, telepathic bond, refuge, resistance,
spouses to instantly transport themselves to shield other, status; Market Price: 164,000 GP;
the location of the other spouse. If the ability 82,000 gp + 6,560 experience. These costs are per
is used by one spouse for the day, it cannot pair.
be used by the other.
APPENDIX A: DEFINITIONS
This sections provides definitions for the various spells,
abilities, and other effects that are used in this book.
This is provided to minimize the need to sift through
different manuscripts.
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of
each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from enchantments,
transmutations, and curses. Break enchantment can
reverse even an instantaneous effect. For each such
effect, you make a caster level check (1d20 + caster
level, maximum +15) against a DC of 11 + caster level of
the effect. Success means that the creature is free of the
spell, curse, or effect. For a cursed magic item, the DC is
25.If the spell is one that cannot be dispelled by dispel
magic, break enchantment works only if that spell is 5th
level or lower. If the effect comes from some permanent
magic item break enchantment does not remove the
curse from the item, but it does frees the victim from the
item’s effects.
Blinded
The character cannot see. He takes a -2 penalty to
Armor Class, loses his Dexterity bonus to AC (if any),
The Le Games 14 Eytan Bernstein
You wanna? The’ Le
17 Magic Rings
moves at half speed, and takes a -4 penalty on Search hold of the creature again, provided that its duration
checks and on most Strength- and Dexterity-based skill has not expired in the meantime.
checks. All checks and activities that rely on vision
(such as reading and Spot checks) automatically fail. All Calm Emotion
opponents are considered to have total concealment Enchantment (Compulsion) [Mind-Affecting]
(50% miss chance) to the blinded character. Characters Level: Brd 2, Clr 2, Law 2
who remain blinded for a long time grow accustomed to Components: V, S, DF
these drawbacks and can overcome some of them. Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Calm Emotion Area: Creatures in a 20-ft.-radius spread
Enchantment (Compulsion) [Mind-Affecting] Duration: Concentration, up to 1 round/level (D)
Level: Brd 2, Clr 2, Law 2 Saving Throw: Will negates
Components: V, S, DF Spell Resistance: Yes
Casting Time: 1 standard action This spell calms agitated creatures. You have no control
Range: Medium (100 ft. + 10 ft./level) over the affected creatures, but calm emotions can stop
Area: Creatures in a 20-ft.-radius spread raging creatures from fighting or joyous ones from
Duration: Concentration, up to 1 round/level (D) reveling. Creatures so affected cannot take violent
Saving Throw: Will negates actions (although they can defend themselves) or do
Spell Resistance: Yes anything destructive. Any aggressive action against or
This spell calms agitated creatures. You have no control damage dealt to a calmed creature immediately breaks
over the affected creatures, but calm emotions can stop the spell on all calmed creatures. This spell
raging creatures from fighting or joyous ones from automatically suppresses (but does not dispel) any
reveling. Creatures so affected cannot take violent morale bonuses granted by spells such as bless, good
actions (although they can defend themselves) or do hope, and rage, as well as negating a bard’s ability to
anything destructive. Any aggressive action against or inspire courage or a barbarian’s rage ability. It also
damage dealt to a calmed creature immediately breaks suppresses any fear effects and removes the confused
the spell on all calmed creatures. This spell condition from all targets. While the spell lasts, a
automatically suppresses (but does not dispel) any suppressed spell or effect has no effect. When the calm
morale bonuses granted by spells such as bless, good emotions spell ends, the original spell or effect takes
hope, and rage, as well as negating a bard’s ability to hold of the creature again, provided that its duration
inspire courage or a barbarian’s rage ability. It also has not expired in the meantime.
suppresses any fear effects and removes the confused
condition from all targets. While the spell lasts, a Darkvision
suppressed spell or effect has no effect. When the calm Darkvision is the extraordinary ability to see with no
emotions spell ends, the original spell or effect takes light source at all, out to a range specified for the
Spell Resistance: Yes effect. (This is a full-round action that does not provoke
This spell renders as many as three undead creatures attacks of opportunity.) A winged creature who is
immobile. A nonintelligent undead creature gets no paralyzed cannot flap its wings and falls. A swimmer
saving throw; an intelligent undead creature does. If the can’t swim and may drown.
spell is successful, it renders the undead creature Arcane Focus: A small, straight piece of iron.
immobile for the duration of the spell (similar to the
effect of hold person on a living creature). The effect is Make Whole
broken if the halted creatures are attacked or take Transmutation
damage. Material Component: A pinch of sulfur and Level: Clr 2
powdered garlic. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Hold Monster Target: One object of up to 10 cu. ft./ level
Enchantment (Compulsion) [Mind-Affecting] This spell functions like mending, except that make
Level: Brd 4, Law 6, Sor/Wiz 5 whole completely repairs an object made of any
Components: V, S, M/DF substance, even one with multiple breaks, to be as
Target: One living creature strong as new. The spell does not restore the magical
This spell functions like hold person, except that it abilities of a broken magic item made whole, and it
affects any living creature that fails its Will save. Arcane cannot mend broken magic rods, staffs, or wands. The
Material Component: One hard metal bar or rod, which spell does not repair items that have been warped,
can be as small as a three-penny nail. burned, disintegrated, ground to powder, melted, or
vaporized, nor does it affect creatures (including
Hold Person constructs).
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3 Mending
Components: V, S, F/DF Transmutation
Casting Time: 1 standard action Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Range: Medium (100 ft. + 10 ft./level) Components: V, S
Target: One humanoid creature Casting Time: 1 standard action
Duration: 1 round/level (D); see text Range: 10 ft.
Saving Throw: Will negates; see text Target: One object of up to 1 lb.
Spell Resistance: Yes Duration: Instantaneous
The subject becomes paralyzed and freezes in place. It is Saving Throw: Will negates (harmless, object)
aware and breathes normally but cannot take any Spell Resistance: Yes (harmless, object)
actions, even speech. Each round on its turn, the Mending repairs small breaks or tears in objects (but
subject may attempt a new saving throw to end the not warps, such as might be caused by a warp wood
nonmagical objects; sunders a single solid, nonmagical as charm effects, temporary ability damage, level
object; or damages a crystalline creature. Used as an draining, and death effects, are not affected. If the
area attack, shatter destroys nonmagical objects of subject suffers a reduction of hit points from a lowered
crystal, glass, ceramic, or porcelain. All such objects Constitution score, the reduction is not split with you
within a 5-foot radius of the point of origin are smashed because it is not hit point damage. When the spell ends,
into dozens of pieces by the spell. Objects weighing more subsequent damage is no longer divided between the
than 1 pound per your level are not affected, but all subject and you, but damage already split is not
other objects of the appropriate composition are reassigned to the subject. If you and the subject of the
shattered. Alternatively, you can target shatter against a spell move out of range of each other, the spell ends.
single solid object, regardless of composition, weighing Focus: A pair of platinum rings (worth at least 50 gp
up to 10 pounds per caster level. Targeted against a each) worn by both you and the warded creature.
crystalline creature (of any weight), shatter deals 1d6 spectral hand
points of sonic damage per caster level (maximum status
10d6), with a Fortitude save for half damage. Arcane
Material Component: A chip of mica. Spectral Hand
Necromancy
Shield Other Level: Sor/Wiz 2
Abjuration Components: V, S
Level: Clr 2, Pal 2, Protection 2 Casting Time: 1 standard action
Components: V, S, F Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action Effect: One spectral hand
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 min./level (D)
Target: One creature Saving Throw: None
Duration: 1 hour/level (D) Spell Resistance: No
Saving Throw: Will negates (harmless) A ghostly, glowing hand shaped from your life force
Spell Resistance: Yes (harmless) materializes and moves as you desire, allowing you to
This spell wards the subject and creates a mystic deliver low-level, touch range spells at a distance. On
connection between you and the subject so that some of casting the spell, you lose 1d4 hit points that return
its wounds are transferred to you. The subject gains a when the spell ends (even if it is dispelled), but not if the
+1 deflection bonus to AC and a +1 resistance bonus on hand is destroyed. (The hit points can be healed as
saves. Additionally, the subject takes only half damage normal.) For as long as the spell lasts, any touch range
from all wounds and attacks (including that dealt by spell of 4th level or lower that you cast can be delivered
special abilities) that deal hit point damage. The amount by the spectral hand. The spell gives you a +2 bonus on
of damage not taken by the warded creature is taken by your melee touch attack roll, and attacking with the
you. Forms of harm that do not involve hit points, such hand counts normally as an attack. The hand always
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Copyright information
Available Now: • Pocket Sourcebooks, © 2005 The Le. Published by
The Le Games, www.TheLeGames.com
• 17 Magic Rings, © 2005 The Le. Published by The Le
Games, www.TheLeGames.com
• Images: Some images © 2003-2005 www.clipart.com
• Images: Character Clip Art & Color Customization
Studio Copyright 2002. Elmore Productions, Inc.;
Authors Larry Elmore and Ken Whitman, Art and
Illustrations by Larry Elmore.